Language, roleplay, and things that exist in Cantr.
Posted: Wed Jul 21, 2004 7:10 am
Hello, I’ve been playing for about 5 months, (since day 739) but this is my first post in the discussion forums. I want to say first that I enjoy Cantr II very much, and appreciate everybody for playing along with me, as well as the hard work behind the scenes. I have been looking for a game like this for a long time. It’s the only game I know of with a hard-coded economic and geography system that remains flexible and open-ended enough to allow for great roleplay. I’d like to point out something about the contrast between the linear coded dimension and the nonlinear roleplay dimension of Cantr.
Gathering resources and moving between buildings and regions gives the setting a concrete world on which to create a civilization. But it wouldn’t be a civilization without the human side: the feelings of trust or distrust, love or hate, that connects people together in human-type relationships. One element is the linear coded stuff, such as objects, resources, and separate locations. The other element is the nonlinear emotive stuff, such as language and posing to express feeling. *grin*
In any attempt to bring these two elements together in a virtual world, some quirky stuff happens. Many times I’ll have a character say or do something, but while I am typing, an event happens that changes the situation I am responding to. It happens that a character will ask for potatoes after they have already been given potatoes, or a character will be speaking to another character who has already left the room. We’ve learned to gloss these things over, usually ignoring it, but sometimes someone will come up with a clever IC explanation for the anomaly. In any case, from what I can tell on these boards, we’re not all in agreement about the extent to which roleplay colours the world.
It has been said that if something does not exist in the Cantr world, then you can’t interact with it. I understand that this is an extension of the Capital Rule; if it does not exist in Cantr, then a character should have no knowledge of it, right? It seems simple and useful. There are no orcs, wizards, or dragons. There are no telephones, lasers, or warp drives. But some people (*coughlikeeverybodyincludingmecough*) sometimes make the mistake of thinking that “exists in Cantr” refers only to the hard-coded linear stuff, and completely forget that there is a dimension of the gameworld that exists only in our imaginations.
If characters could really only speak of things that exist as coded physical stuff, I suspect we would find it nigh impossible to talk. Characters enter the world without having to go through the language learning process of a child, and in fact know a great wealth of information about what it is like to interact in a real world with real people. That is the part we make-believe and roleplay.
I have heard characters speak of books and newspapers, but really there are only notes. My own characters have said something along the lines of, “this is a nice town,” without ever having had a message as:
830-5: You see a town.
In fact, Cantr is entirely 2D.
a man in his twenties says to you, “Can you explain to me these terms “high” and “low”? For I do not know to what they refer.”
In a flat world, it’s impossible to point to something high and something low without using our imaginations and relying on knowledge of things known IRL. In one sense, all characters and objects in a region (not considering buildings or vehicles) exist simultaneously at a single point. But characters are not walking inventories with a health gauge. We’re imagining them to be human.
The world obviously has a ground, so let’s pretend there’s also a sky. Is there a sun? Are there clouds? Is it possible to feel the wind on one’s face while pedaling a tandem bike from the shore of Siom to the Reniov Forest?
There is a key strength of Cantr II that couldn’t exist without freeform roleplay: the creation of society. A character cannot become a governor, a councilor, or a king without becoming something that “does not exist in Cantr”, at least not in the hard-coded sense. Roleplay not only gives players in Cantr the flexibility to build a society however they like, it also allows for the touchy feely environment, the face-to-face hearty handshake, and the loving smile that all help to build the fundamental relationships of society.
If we only wanted to keep things “real” while remaining open-ended, then we might as well all play chess on a 20,250,000-square chessboard without any way to win. As it is, let’s not get too disappointed if a character mentions something about periodicals, moon shadows, or cats and dogs. We are, after all, only trying to play with each other.
Gathering resources and moving between buildings and regions gives the setting a concrete world on which to create a civilization. But it wouldn’t be a civilization without the human side: the feelings of trust or distrust, love or hate, that connects people together in human-type relationships. One element is the linear coded stuff, such as objects, resources, and separate locations. The other element is the nonlinear emotive stuff, such as language and posing to express feeling. *grin*
In any attempt to bring these two elements together in a virtual world, some quirky stuff happens. Many times I’ll have a character say or do something, but while I am typing, an event happens that changes the situation I am responding to. It happens that a character will ask for potatoes after they have already been given potatoes, or a character will be speaking to another character who has already left the room. We’ve learned to gloss these things over, usually ignoring it, but sometimes someone will come up with a clever IC explanation for the anomaly. In any case, from what I can tell on these boards, we’re not all in agreement about the extent to which roleplay colours the world.
It has been said that if something does not exist in the Cantr world, then you can’t interact with it. I understand that this is an extension of the Capital Rule; if it does not exist in Cantr, then a character should have no knowledge of it, right? It seems simple and useful. There are no orcs, wizards, or dragons. There are no telephones, lasers, or warp drives. But some people (*coughlikeeverybodyincludingmecough*) sometimes make the mistake of thinking that “exists in Cantr” refers only to the hard-coded linear stuff, and completely forget that there is a dimension of the gameworld that exists only in our imaginations.
If characters could really only speak of things that exist as coded physical stuff, I suspect we would find it nigh impossible to talk. Characters enter the world without having to go through the language learning process of a child, and in fact know a great wealth of information about what it is like to interact in a real world with real people. That is the part we make-believe and roleplay.
I have heard characters speak of books and newspapers, but really there are only notes. My own characters have said something along the lines of, “this is a nice town,” without ever having had a message as:
830-5: You see a town.
In fact, Cantr is entirely 2D.
a man in his twenties says to you, “Can you explain to me these terms “high” and “low”? For I do not know to what they refer.”
In a flat world, it’s impossible to point to something high and something low without using our imaginations and relying on knowledge of things known IRL. In one sense, all characters and objects in a region (not considering buildings or vehicles) exist simultaneously at a single point. But characters are not walking inventories with a health gauge. We’re imagining them to be human.
The world obviously has a ground, so let’s pretend there’s also a sky. Is there a sun? Are there clouds? Is it possible to feel the wind on one’s face while pedaling a tandem bike from the shore of Siom to the Reniov Forest?
There is a key strength of Cantr II that couldn’t exist without freeform roleplay: the creation of society. A character cannot become a governor, a councilor, or a king without becoming something that “does not exist in Cantr”, at least not in the hard-coded sense. Roleplay not only gives players in Cantr the flexibility to build a society however they like, it also allows for the touchy feely environment, the face-to-face hearty handshake, and the loving smile that all help to build the fundamental relationships of society.
If we only wanted to keep things “real” while remaining open-ended, then we might as well all play chess on a 20,250,000-square chessboard without any way to win. As it is, let’s not get too disappointed if a character mentions something about periodicals, moon shadows, or cats and dogs. We are, after all, only trying to play with each other.